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Publishing Platform

The album provides a 2022 roadmap of the publishing platform.

Jagex Accounts

Players will be able to unify all of their accounts into a single Jagex account. You will be able to access them through the launcher and load up individual instances of the game. You won't be able to have the same character logged into the game twice.


Upcoming Content

Update Details
Elder God Wars Finale Quest Information coming Friday.
5th Elder God Wars Boss Mechanics are mind blowing.
Another Quest -
Easter Event Has a beloved pet.
Zygomite Skilling Update -

General Q&A


 

Upcoming Content

Question Answer
What is the status of ironman group dungeoneering? It is upcoming.
Could you please, please focus on updating old models and textures across the game more often? While creating new content we try to also update old content where convenient. There are big meaty updates happening to key areas this year.
Where is the the 2022 roadmap? We want to be more transparent with things that come into the game and how the story unfolds. We are currently planning the next "chapter/season" and when we reveal it, soon, it will provide a clear plan and when you will see everything. The past couple years we haven't had the opportunity to do this due a lack of Runefest, but we will change that and do it differently and you will hear more about it very soon.
We know that you can’t pull an EGW dungeon every year but is there a plan for content cadence to kick up later this year? It's safe to say we want to get back to the regular update every month, despite having a gap between Het's Oasis and Abyssal Slayer. We will ideally bring headliners out at the beginning of each month, but we still have prioritize appropriately. We may not be able to do Elder God War level updates every month forever, but there are still big moments coming this year.

 

Combat

Question Answer
Can Greater Concentrated Blast be made more Revo friendly? It will be discussed in the next combat council meeting.
What do you think about t95 is just a switch or EoF fodder? We always try to make weapons useful in some sense. We want the highest tier items to be predominately weapons but swtichscape makes it hard to balance. Leng swords are on our list to look into to encourage players to use them more often.
Can/will tectonic and sirenic be changed to either work like masterwork in terms of repair or be able to be repaired with energy and scales? Degrade to dust is something we have on our radar and how we can change it.
What is the team's thoughts on T95 and switchscape meta? We are aware of it. We don't want to add to much to it but it has become a massive part of end-game PvM. Switchscape is very odd as our UI isn't really designed to deal with it, so there must be a better way to introduce a high skill ceiling in combat. But make drastic changes to the meta is a massive risk.
Will we ever see a Rapid Fire with fleeting boots bug fix? This is still being looked at.
Why not allow forced-group bosses (e.g. Solak, Croesus) to scale down for solo encounters? It would limit what we can with bosses if you could solo everything, also changing existing bosses would mean less time being spent on new content. As for finding groups we are often thinking about better ways to direct players to PvM groups/communities.

 

Skilling

Question Answer
Are there any changes on the horizon for "dead or outdated skills?" We don't have plans to do a full rework like we did with Mining and Smithing, but we could provide better rewards/training methods for having levels in these skills.
Can runecrafting please seriously get some love? Pouches really need to be filled from a bank preset. This is a good target for Ninja strikes. We are also looking at having targeted skilling updates through out the year like Deep Sea Fishing and Safecracking.

 

Lore

Question Answer
How far out do you plan, and think about the story? Months, years? 1 year in very close detail (Right now we are writing the 2023 story plan.) 5-10 years in vague detail for what we aspire to but we need to be flexible.
Is there a dedicated team who works on storytelling, writing? We have a lore council who are the specialist in lore and writing. They are responsible for planning, checking for consistency, and delivering story updates. Most of our game content writing is done by the content developers themselves and they get assistance where needed.

 

MTX

Question Answer
Seeing how immensely popular the Retro Skins are, any chance you'll produce more than 5 as part of the upcoming release? We won't be able to do 5 in one go, but more than 5 in total isn't out of the question. We will look at what the ideas first since not all of them are full outfits. Overall, we have noticed the popularity of the topic.
Any plans to continue moving more of the auras out of the Loyalty Shop and to make them available in game via gameplay? We don't have plans but it is a good idea.
Will future yak tracks have the same "skill and kill" approach this one had or was this one one off? It's not a one off. The next one will also have it. We want to make the Yak track tasks feel less intrusive and not take away from what you want to do and that's more popular. Longer term we are looking at changing up how rewards work.
Are the new style of interface that we can see in the Marketplace and in Yaktracks a taste of what's to come? We are aware of issues with interfaces and plan on tackling it but it will happen over time and not overnight. Bear with us while we do it. We want RS to be a cross platform game and to make sure interfaces work on every platform.
While there’s a focus on retro cosmetics could you have a rethink of the pricing for existing items? We are focusing on the oddment store and changing the balance and making things more visible and tidying it up. It is also a good place to bring back early yak track cosmetics.
Premier Club over the summer? You will have opportunity to get ahold of it if you missed it earlier in the year.

 

Other

Question Answer
Any update on the state of the economy/potential max cash limit rework? It's a project on the schedule and have developers assigned to it and work has started, but there's no launch date. We've agreed to be transparent and run it by the community before rolling it out but we have to be careful with what we say since simply talking about it could impact the economy.
Are there any plans to use the in-game polling system again? No current plans, but it's a tool we can use when we need it. Typically it is used to determine a difference of opinion but we tend to try and find compromises rather than forcing a decision between A and B and reiterated on an idea from the feedback.
Can you add bots for minigames like pest control so we can play those minigames outside of spotlight? Practically no. The balancing for that would be quite hard, but we acknowledge the concern of wanting to play minigames or obtain the rewards from minigames. Simply adding bots may not be the correct solution.
When can we expect a data stream? We can't do it right now but it's something we'd like to do.
When will we get the log in lock out postmortum? We don't have time to do it due to other priorities, but we've started commissioning series with Runescape content creators (WillMissIt, The RS guy), so maybe we may use this avenue to push some of the information around it.
Are you ever going to given an option for a PvE(non-PvP) wilderness (e.g with Revenants)? It's something we agree with in general and something we'd like to look into. It exists as an area we can add content to and change how PvP interacts with it so it's not a place only for PvP content.
The Gielinor games were a very popular event that happened and we haven’t seen again, but could we get it back? Unlikely. I'd expect it would take a significant amount of work to bring it back and may not be worth it.
Are there any plans to introduce more areas that aren't in ruins? No we should just ruin everything.
External link →
about 2 years ago - /u/JagexJack - Direct link

Originally posted by 101perry

This honestly was a shitty stream. There were some really good questions that weren't answered, or even put up on the list. Then the answers we got were "uhhh we're looking at it".

If there are particular questions you want answered, it never hurts to reiterate them in a comment like this

about 2 years ago - /u/JagexJack - Direct link

Originally posted by Proper_Shiny

I guess it's all about ROI now

This is true, but not I think in the way you meant.

Probably worth going into on a future livestream in more detail, but we have teams which are effectively "ringfenced" (I know, horrible corpo term) to specific work - live ops, ninja and episodic. For the ninja and episodic teams, our remit isn't to produce money directly, but to make the game better in such a way that players want to subscribe.

As such, we're always trying to assign time in the best way we can. We want that ninja and episodic dev time being prioritised to the thing we think will make players enjoy, and play, the game. In that sense, we always want to maximise the return on investment, but we don't (and can't really) measure that directly in dollars.

about 2 years ago - /u/JagexJack - Direct link

Originally posted by Thaldrath

Why is every question regarding content, game balancing or bug fixes is always answered with a version of "We're looking at it / it's hard to do"

But everytime it touches MTX, it's swiftly fixed or given an appropriate answer or is being adressed carefully.

We're asking for qol, graphical touch up to bring the game more in line with itself, it's a monumental task. Even Elite Dungeon boss farming took months to fix.

But when there's a Treasure Hunter bug, it was found, reported and FIXED within 48 hours, having people work on it and make a god damn update to the game on a January 1st holiday.

I don't want to sound like another "hurr mtx bad" crybaby, but this is what we're being shown, unfortunately.

I know that there are passionate people at Jagex who want to bring the best to the game, but stuff like this makes it really hard to have hope with the management having more commitment towards shareholders than the actual customer base, aka the players.

There are a few answers to this but they're both essentially variations on there being specific people who work on specific things.

Firstly, MTX stuff can be complicated to answer, and Mod MIC is one of the few people who can answer authoritatively, so when he's on it makes sense to ask him those questions. I, or for example some member of the combat council or lore council, probably couldn't give any useful info.

Secondly, it's a matter of prioritisation within the teams - the live ops team don't (usually) work on general content, and vice versa the episodic team don't touch live ops projects. This means that those teams are only prioritising within their own area of specialisation.

Thirdly, the nature of those two types of content is really different, which affects how the second point plays out in practice. There is simply less total live ops content than episodic content, which means not only less issues to deal with, but also each issue is individually easier to fix (on average) because again (on average) it touches less other systems.

On top of that, with the way Treasure Hunter works, that team is often only dealing with a single promotion at a time, whereas episodic content is mostly intended to go into game and stay in game. This means that the current promotion's issues aren't fighting for priority against every other update ever released.

Making that even more complex, different players consider different parts of the game critically in need of attention. For some players, that the new content isn't better than old content is a critical issue that needs resolving (i.e. why isn't the new drop good enough, buff it). For others, that old content has been eclipsed by new content is a critical issue that needs resolving (i.e. Raksha drop table isn't good enough anymore, buff it). In truth neither of these issues are critical, and neither needs to be resolved within 48 hours. (I don't mean here to imply that you thought they did.)

The implication of the way you've phrased your question is that while MTX issues are resolved promptly, content issues are just left to fester, but this simply isn't true. While there are many issues (some debateable, some not) there are devs working constantly to fix them - it's just a question of prioritising their impact, replicability, time to fix, etc. A factor that would get taken into account here is something like time limited content - which would include a typical promotion, but also certain types of content. There's no point scheduling a fix two weeks later if the content will be gone in a week.

about 2 years ago - /u/JagexJack - Direct link

Originally posted by 101perry

I mainly wanted to know 2 things that are on my mind.

1) If you hide cogs on augmented items, you get a weird bug where if you had weapons sheath automatically, they don't actually sheath, so you have to click to pull them out (which changes nothing), then sheath again. That resets every time you teleport too, it's only a minor thing and not game breaking but it's something I'd have loved to have known if they could fix it or not.

2) Second one is something that has been happening a lot to me lately, and that's when ranging if I click on enemies that are a distance away, or in certain specific places, I will run up to melee distance of them before attacking. Biggest offender is Zuk, where I click to attack him when he's sitting down and I'll run up to him before attacking, yet I can move away to attack. I even had it with one of the Jad, where I clicked on them and ran right up to them despite having line of sight as they were attacking me. Led to signing instantly from a melee hit that I wasn't expecting to even have to pray for. Had it elsewhere too such as Gregorovic, Sanctum Guardian, Nex has a similar issue. Zuk and his arena are the biggest offenders so I wanted to know if there was a reason for it happening, if there's some invisible walls around there or what, and if there was an explanation of this. I know it's not because of my weapons, as I'm using dual wield crossbows, and wouldn't even touch Excalibur for the healing at the points it tends to happen.

To be honest I don't think either of these is really a good topic for a general Q&A stream. The best thing to do is report them through the in-game bug feature. We have QA assigned time every week to process and try to replicate these issues, where they get prioritised and assigned to devs.

I'm not a developer, but my instinct is that the former is probably not that hard to fix, but also not that important to fix, so it might not get prioritised. The latter sounds like something more complex - when you report it, include as much info as you can so it can be replicated.

about 2 years ago - /u/JagexJack - Direct link

Originally posted by Proper_Shiny

Though, I did mean that return on investment was measured in dollars, I feel the teams related to MTX are starting to become assigned much, much more time than any other. It seems to become the case hasince the introduction of the Carlyle group.

This is understandable as their whole purpose is to create value for their investors, which MTX would create. For the ninja and episodic teams, I get that your objective is not to produce money but I don't think it's correct to say that 'at Jagex we're always trying to assign time in the best way we can'

So I still think it's valid that ROI is measured in dollars at the moment, and true in the way I meant it. I feel sorry for the Devs, it's not their fault, I just assume that's how the company is run now.

about 2 years ago - /u/JagexJack - Direct link

Originally posted by TheHotstreak

Hello! My question is regarding the Gielinor Games, even if they can't be brought back, can we at least see the return of the Bronze, Silver, and Gold Athlete outfits by some other means? I believe that's what people wanted from the event anyways.

Yeah that makes sense. I can't see an obvious place to do that off the top of my head, but I'll try to bear it in mind.

about 2 years ago - /u/JagexJack - Direct link

Originally posted by Kye7

It was a total cop out. These guys run the game yet don't have any solid opinions of their own. Political answers.

I don't really get this take. Did you watch the stream, or is this in response to the TLDR?

about 2 years ago - /u/JagexJack - Direct link

Originally posted by ImRubic

PvP can take many forms, and only 1 small form of that is Pking. Most people agree, Pking isn't actually PvP (Player vs Player). As for whether PvP has a niche audience or not, it isn't. PvP is by far, uncontested, the most popular activity in gaming which is exactly why the most popular actively played games are all PvP focused.

I don't really agree with your take on PVP. While you're right that it's dominant in online spaces, that doesn't mean it's the right choice for every game - which essentially means that it may not be the right choice for the playerbase of every game.

The internet is littered with PVP tie-ins for what are fundamentally single player games. If I want to buy Resident Evil Village, I also get some multiplayer version I have no intention of ever installing or playing. GTA Online and Fallout 76 have fanbases constantly asking where the next main series single player game is coming from.

The thing about competitive online games is that they depend on an aggregate critical mass of players to work. If I want to play, say, Resident Evil Zero (or One Small Favour for that matter) I can just go and go that, but if I want to play the multiplayer mode for Resident Evil 6 (or Castle Wars) then I need there to be people online around to do that with.

Ofc RS isn't a single player game, but a large part of our playerbase treat it like one. Consistently over the years players have rejected our attempts to entice new PVP activity. You can criticise the design of the modes themselves, but I'd argue that there are literally thousands of very well designed PVP games out there that no one is playing. The quality of the game itself isn't the primary determinant.

My personal take on this is that over the years RS has refined the things that it's good at, and retained the players who like those things, and shed the players who are into things other games do better. Back in '05 when RS was the only game in town, people who liked PVP would PVP in RS because RS was their only option. However, most of those players moved on to other games as the aggregate critical mass moved, and other games became available. You can see a similar effect with social media - people who hung out in the lobby in RS because it was their primary chat client have moved on to discord, etc.

The players we've retained and continue to retain are the ones invested in long term progression mechanics (like skills and gear) because that's something RS does very well, and can continue to do very well even if there are other games doing the same thing (and I'd argue, not often as well).

Anyway my point is that while PVP is unarguably a popular thing in general, I don't think it follows that RS can or should attract or retain a PVP audience.

about 2 years ago - /u/JagexJack - Direct link

Originally posted by 5-x

content issues are just left to fester, but this simply isn't true

Yes, it is true. Critical content issues are left to fester.

  • Elite Dungeon trash mob farming continues, injecting gold and experience, causing significant inflation.

  • Arch-glacor is being farmed to infinity on 0 mechanics for unreasonable amounts of effigies and other drops.

  • Trimmed completionist cape is in shambles, despite repeated player pleas to add missing requirements.

  • Scripture of Bik trivialised all other methods of gathering clue scrolls in the game, which even Mod Sponge admitted.

  • Safecracking has not been balanced and is spewing out insane amounts of thieving experience, leaving everything else in the dust. Mod Shogun promised rebalance but nothing happened.

I could go on with examples. These are all content-side balancing emergencies that are being completely ignored. Should players pretend this is not happening? Because Jagex does.

While there are many issues (some debateable, some not) there are devs working constantly to fix them - it's just a question of prioritising their impact, replicability, time to fix, etc.

Of the examples you gave, it's ridiculous hyperbole to call the scripture and trim comp "emergencies". I don't mean to say they're not important at all, and should never be looked at, but the comparison we're making here is with some blocker bug.

With scripture, and also with AG, safecracking and even EDs, it may be that content is crowding out other content, but it's also always been the case in RS that shutting the gate after the horse has bolted has produced resentment. Maybe it's still the right call, but that makes it significantly more complicated to fix than just some bug.

Looking around at people's attitudes to safecracking, I can't see a general sentiment of dissatisfaction. Now that might be an incorrect assessment and even so you might also say well of course players love broken things, that doesn't mean you shouldn't nerf them, and you might be right, but it makes it a significantly more complicated question.

Back when Runespan happened, we took a pretty stern reaction to it, and nerfed it to the ground. The response was very negative, and we ended up buffing it again so that it became the defacto levelling method for the skill. Some players like that, some players hate that, but methods crowding out other methods isn't in and of itself a problem at all, let alone a critical one.

The most famous example I can think of off the top of my head where it clearly was an actual error rather than just "balancing a player feels is wrong" is drygores, which were vastly too accessible due to a mistake in how difficult they were to obtain. I pitched fixes to this a few times, but the general takeaway was that the damage was done, and nerfing it after a long time wasn't doing anything to fix the problem except to punish players who had missed the opportunity.

I'm not saying that same logic applies in all the case you've listed, but these are not simple problems to fix - not because the actual technical work is hard, but because investigating and designing the right solution is time consuming. That doesn't mean they're not important, but it does affect the impact/fix time I mentioned earlier.

ED trash farming has a similar issue. You say it's causing "significant inflation" and you're probably right, but the basic fact of the game is that players will farm whatever is the best source of cash, so the question isn't how much is coming into the game, but how much is coming in compared to the next best option, and whether that gap is too large. Again that's a complex question, not a simple one. Is it "too easy"? Probably. Would it make the game better to change it? Again, probably, at least in an abstract sense. Will it make players happier if we fix it? I'm not convinced that's necessarily the case.

The general problem of inflation and raw gold is one that I'm constantly bothered by, and often spending time looking at, but it's on the same table as literally everything else. Personally I'm in favour of more aggressive nerfs for stuff, but my personal take doesn't determine how we resolve issues any more than yours does. You can see my solutions to things like raw cash drops, and how well they've gone down (not well).

about 2 years ago - /u/JagexJack - Direct link

Originally posted by Kye7

Watched all of it. Almost all the answers were wishy washy or "well bring that up later", or "we don't have plans for that", unconfidently. Instead of saying "great idea, we'll make this a priority since so many people are asking for it". This is the type of answer we expect from mods who claim to love the game just as much as us.

Yes they did address some things, but so many of the answers have been lackluster or a Dodge at really answering it. "that sounds like a good target for a ninja strike", avoiding responsibilort/deflecting, instead of saying "what a great idea, I'll get those in the next patch notes since the community really wants to see this". It's always something months if not years later. Maybe have a community poll on the top 3 to 5 things the players want NEXT WEEK (easy things), like changing gconc to 3 ticks, filling rune pouches from banks, other huge QoL stuff thatwould be seemingly easily implemented, but is always put off for the "perfect" ninja strike when there's a lack of content. Gconc has been broken on revo for 4+ months now. Do away with the "ninja team" and release regular updates/fixes weekly (like every other game), and release new content once you have a month or two months as stated in stream.

"great idea, we'll make this a priority since so many people are asking for it"

"what a great idea, I'll get those in the next patch notes since the community really wants to see this"

See this is the part that confuses me. Just because something is asked in a Q&A doesn't mean it's the thing that the community most wants. When devs work on ninja strikes, part of what they do is gather multiple suggestions and try to evaluate which suggestions would provide the most value for players compared to the time spent implementing them. That determination takes time, sometimes even technical investigation or balancing input on whether it's even something we should do. It's not something that can, or should, be just promised off the cuff because the guy on the livestream liked the sound of it.

For your other suggestion, I kinda agree but I guess it's a question of what the Q&As are for. In general I don't think, and it sounds like you don't think, that a Q&A is a very good way of gathering or answering requests to fix content. I'm confused though by you saying "do away with the ninja team" because assigning people specific time to look into things and fix them is what you want.

Is it the themed strikes you don't like? I can see why, but my understanding is that working in that way allows the team to get a lot more done in the same time, since related fixes will have related design and technical issues so by investigating one, they can investigate them all at once.

about 2 years ago - /u/JagexJack - Direct link

Originally posted by MyCabbagesHelp

  1. What's the drop rate of a lucky dragonkin coin from Nodon dragonkin? I was hoping this would be released in December with gwd3 drop rates.
  2. Why can't we just make the episodic team bigger? I know hiring staff has costs, but if the team is bigger they can produce more content (in theory). Why wouldn't the budget for more hands be approved, even if it takes a few months to train?

I can't really answer the former, but to the latter:

It's super complicated and there are a lot of factors. I guess the key thing to say is that the episodic team is bigger. We actually have a lot of devs right now working on a lot of content. However, if you know anything about people management you know that it doesn't scale linearly. More staff means more coordination, more meetings, more project managers, more line managers (who are also devs now spending dev time on management), etc etc. The increase in effectiveness per additional developer drops pretty significantly.

On top of that, content developer is actually quite a demanding role. Runescape is a complex, storied game and our content developers have a very wide purview - they're expected to be game designers, good scripters, project managers, deal with players, write dialogue, etc etc. Sometimes we'll let some areas slide if we get a candidate who is very strong in other areas (for example a great designer and scripter who's never touched RS before, or an RS expert who has some but not all relevant dev skills) but in general we're not drowning in qualified candidates. It's not really a matter of pay either, as RS works sufficiently differently to other games due to its long history and very particular playerbase that industry experience on other games doesn't always count as much as it might.

Also just, more generally, and kinda related to the first point, is that Jagex is a company with lots of departments and people who handle different things. Budgets and headcounts and things have to be approved by finance people. Kinda like the first point, past a certain point in company size you just have to do this stuff in a professional way and that inevitably just makes things more complicated. This wouldn't be the case if we were like an indie bedroom company, but if we were an indie bedroom company we wouldn't be talking about hiring more staff.

The anecdote I have about this is that we do occasionally hire devs from other MMO companies and one that joined us was shocked by how large our live team was. His previous game was running with a live team about a quarter of the size of ours. I don't mean by that "omg RS players, so lucky" but more that we're definitely not trying to skimp anyone.

about 2 years ago - /u/JagexJack - Direct link

Originally posted by 5-x

Always looking ahead, dangling a carrot in front of players, and not taking care of what we already have in the game is the type of approach that will eventually kill this game. It worked in 2006 but won't work now. It's not surprising that players are getting more frustrated with Jagex's communication and livestreams, when all devs and designers have to say is "guys, game design is hard".

Address these issues. Halve all salvage values, or nerf ED thrash runs, rebalance the gp & xp fountains. Tone down safecracking and Bik scripture. Do something. It's not hard, if you can assign just a little bit of time to it, and teach devs to take responsibility for their content. The huge success of the recent combat tidy-up update should give you an idea that revisiting existing content is worth it.

You reportedly even hired real-life economists to look at the game's ecosystem, and what? Nothing happens?

And lastly, the (trimmed) completionist cape becoming a joke is your doing. It's a crying shame what's happened to it. Of course, it's the 1% of players, so the ROI is abysmal, and you cannot comprehend people asking for more requirements rather than fewer, yada yada I'm aware of it. But just trust the true trimmed community on it, and do it.

Look I understand the points you're raising, and I don't even disagree with... any of them I think, but you're raising them as examples of critical fixes with a 48 hour turnaround and that's simply not the case. They're complex, endemic, long-term design issues which need to be addressed in largely all existing and ongoing content. We can't just pay a dev overtime for one weekend and knock them all out in one go. The fact that you raised five separate issues simply proves the point I made initially that MTX bugs can be fixed faster because there are less of them and they're simpler. My claim was never "we always fix everything immediately" - of course we don't, we couldn't, and no one ever could. I was responding specifically to a point about the comparative effort put into live ops and episodic content, and how that could happen.

I understand that you're frustrated when something you consider extremely important isn't being prioritised. I'm not even saying you're wrong, it might be that the issues you care about are the critical priority for the game. Elsewhere in the thread I have Rubic saying something similar about PVP. Somewhere else I have someone else saying that the livestream was "sh*tty" because we didn't their specific question about a minor bug.

"Work has to be prioritised" is a basic fact of software engineering and paraphrasing that as "muh game design is hard" is just not very constructive.

about 2 years ago - /u/JagexJack - Direct link

Originally posted by Rune_Man

Mod Jack telling people who remotely like any form of PvP or multiplayer content to pack their bags and leave Runescape makes me sad.

Multiplayer and PVP aren't the same thing in this context. My example would have worked better if I'd said that something like Resident Evil is a non-PVP game, rather than a single player game. I don't at all think it's the case that RS isn't a multiplayer game. That said the basic question of whether the game should include forced multiplayer content is quite a controversial one, and we had multiple questions about it during the Q&A.

about 2 years ago - /u/JagexJack - Direct link

Originally posted by Rune_Man

That is what he's saying basically.

Ofc RS isn't a single player game, but a large part of our playerbase treat it like one.

My personal take on this is that over the years RS has refined the things that it's good at, and retained the players who like those things, and shed the players who are into things other games do better.

Anyway my point is that while PVP is unarguably a popular thing in general, I don't think it follows that RS can or should attract or retain a PVP audience.

In other words;

Anything mutliplayer in Runescape is of lowest priority because he thinks that most players want it to be that way which is a false impression but explains the lack of actual clan related content or revival of team based minigames.

They won't do anything PvP related and systematically cast out those players off Runescape by ignoring them and removing all PvP related stuff out of the game. So in other words, if you don't like what they're doing you can leave. He doesn't think Runescape would ever be able to do PvP correctly.

I don't agree with what he's saying though.

Except that's not what I'm saying. I'm not talking about what players should do, I'm talking about what I believe they already have done.

You might say well, if you went back 10 years and changed the focus of the game quite dramatically at that time, things would be different now, and I agree. Maybe it's the case that focusing on e.g. skillcapes and virtual 120s etc was the path of least resistance at the time, and it didn't have to be like that. You might be right. In fact you'd definitely be right by my own logic - if RS in 2010 was a sh*t hot PVP game but kinda meh at skilling, then we'd keep PVP players and lose progression minded players.

Even so though, there aren't many PVP games from 20 years ago that are still massively popular today. This is the point I originally made to Rubic, and the point you clipped out of your summary of what I said. Again my personal take, not policy, but I think if RS 10 years ago had focused on PVP to the exclusion of PVM and skilling, it would be in a worse position now.

about 2 years ago - /u/JagexJack - Direct link

Originally posted by the01li3

So im curious as to how they work out on what to look at next, ninja, QoL whatever you wanna call it. Do Mods look through reddit and look at the highest upvoted bugs? Do you use the in game bug reporting tool? (cos im convinced in game reporting as little to no affect, and if it does then its tiny compared to reddit posts). Is it worth looking at in game polls again to actually work out what people want as an update?

Personally seen a lot of people complaining about very specific bugs in certain places and they seem to be kind of brushed off. I mean gconc has been an issue for a long time, but its only now being brough up in the next combat council meeting? Are the meetings every 6 months? (came off way more patronising that i intended and am actually curious).

Fleeting boots bug has been out for a while and its being "looked at", while its nice its getting looked at, can the players get feedback as to when they are being looked at. It seems we are left in the dark when it comes to bugs getting fixed which can be very frustrating as, from out end, it looks like its being ignored entirely.

AFAIK it really depends on the dev. Not just ninja strikes, but just in general when some time is allotted for fixes (this often happens when someone is working on something related) they're either coming to the project with an existing strong sense of what needs doing, or they need to gather info. Sometimes they'll research existing stuff, other times they'll post on twitter or reddit or something to gather ideas and then prioritise them.

The ingame bugfix tool is used. We should get QA to do a stream about it some time explaining the process and what happens, but it actually gets specific time allotted weekly both for processing bugs and for fixing them.

I'm not involved in this process directly so I can't speak to what bugs are and aren't getting prioritised. As with everything, we can spend more time on prioritisation to prioritise better, but that's then less time spent on actually fixing bugs. Hard to get the right balance.

about 2 years ago - /u/JagexJack - Direct link

Originally posted by Rune_Man

What I don't understand is why, as a game designer, you think that skilling/pvm and pvp are mutually exclusive and cannot coexist in Runescape or at least lay dormant until your game is technically ready for PvP content again in the future?

Why is it that you feel the need of cannibalizing PvP content to progress skilling and PvM content when you can easily create new 'real estate' on the map for the same purpose?

Or is it that you have already decided that PvP has no place in Runescape anymore?

Well, that's a separate but good question. I don't think they have to be mutually exclusive, and I don't think we have to rule PVP out permanently. However that's separate from the status of the wilderness, which is a very specific kind of PVP. The most well regarded PVP content I can think of in recent memory was WE2, which is still highly regarded internally.

I corrected myself on stream from something like "remove PVP" to "make PVP optional" (I don't have time to go look up my exact words right now) for exactly that reason. It could be, for example, that the Wilderness has open PVP enabled on some worlds but not others, and that playing on an open PVP world gives small bonuses. Whether PKing should be mechanically incentivised is a whole other question, but in principle it's a way to both "reclaim" the wilderness but also retain the option to PVP.

about 2 years ago - /u/JagexJack - Direct link

Originally posted by Yurple_RS

Hopefully you're taking everything said on this sub with a grain of salt. There's no way to please everyone unfortunately.

With that being said, he had mentioned something about the economy. There's tons of "elite" players outside of the streamer / content creator platform that have offered feedback and ideas on easy and simple ways to fix the economy.

Jagex has an entire player base of literal subject matter experts, who make a real living as economists and market advisors. It's an untapped resource..

Yeah that's a great point.